Crowman
Crowman
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It's a build that's only as good depending on how bad the survivors are.
2 out of the 3 perks listed can just be removed if survivors took a little bit of time to find and cleanse the totems and there are many ways to easy locate totems.
People who complain about the build really just need to get better.
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People just got to get over themselves that losing a game is wrong and needs to be fix.
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If you have Deliverance active and the rest of your team is dead, then you should have went down for someone else earlier.
You failed to find hatch first and you failed to open the exit gate before getting caught. You don't need a 3rd chance just accept the loss.
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@meowzilla69 said:
https://forum.deadbydaylight.com/en/discussion/244666/hook-camping-has-to-be-removed
Or move the survivor to another hook. Like pyramid head’s cages
Pyramid Head doesn't get to pick where he cages someone. Killers get to pick where they hook a survivor.
Hooks are pressure and an additional objective to the survivors and a killer is free to defend the area around the hook if they please. Survivors have plently of perks that help with unhooking.
Cages on the other hand trade off strength as being a pressure tool for time saving (no picking up survivor and moving to hook) and the ability to bypass many survivor perks.
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IF you are using Nemesis' Zombies for hits, you are doing it wrong. The zombies themselves should never hit a survivor without you chasing them into the zombie, because survivors are just faster than zombies regardless of addons. However, they do provide Nemesis free tracking and can harass survivors on objectives making it harder for survivors to complete those objectives.
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In-game hacking is not as common as people think it is. I've seen way too many times people calling cheats when a lot of things can be explained by latency, someone not paying attention, or just a lack of knowledge.
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Dead Hard requires that the players know when and where to use it. Using Dead Hard wrong will often lead to you getting hit since it's not a perk that by itself makes distance. It's not as simple as just pressing the button as people try to make it.
It's a very effective perk on players with a lot of experience.
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People complain about whatever is being played. Wraith got buffed somewhat recently and he's not a hard killer to play which has boosted his popularity.
Just leads to survivors who think they are entitled to escaping and can't figure out how to play against wraith to complain he's op hoping they get him nerfed.
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Because survivors only complain about whatever the strongest thing that is currently being played. It's all about wanting easy wins.
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If they really want to leave the game so badly, they should just d/c. Often first hook suicides are at the beginning of the game where the game is already ruined and I would rather get some points for the unhook to get something of value from the useless teammate.
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It wouldn't change anything as people would just flock to the mode with faster queue times.
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The pallet validation system isn't too generous, the problem is you are getting feedback you shouldn't be getting in the first place.
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It would be bad because it's both a hex and has a cooldown attached to it.
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People are free to play the game how they want. No one is required to play in a way favorable for your opponents in a pvp game.
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@Entity_Lich94 said:
Obviously people can use what they want, its just the second you see blight you can guess what his perks are going to be and 90% of the time you'll be right.
Its become so tedious to go against this build on blight which is honestly a shame because he is a fun killer himself. It's even more dull when it's a good blight player with strong addons like alchemist ring. You just look at it and think "How badly do you wanna win there buddy?".
And as for the argument "but survivors always use DH,DS,BT,UB", doesn't mean the blights are anymore fun to go against just because survivors always do the same. Going against both of these constantly is really stale, one doesn't cancel out the other out.
This game is alot more fun when people play more casual rather than sweat. Unfortunately toxic players encourage sweating by being dicks to other players to the point they just think screw it and use these builds
So it's only "fun" to play against a killer when they aren't running strong perks.
People should just be more honest and just say they only find killers "fun" to play against when the game is in their favor and not the killers.
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Idk why you want to make ruin worse than kicking a gen. It's a totem perk you can remove from the match.
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People just want to blame something besides their own actions for a loss.
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Considering game crashes can happen at any time and people were crashing against Nemesis on his release due to his optimization issues when using his power this would end up punishing accidentally d/cs rather than intentional d/cs.
Someone who wants to d/c will just wait for them to be out of chase and not on hook to d/c to avoid the increased penalty.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449746#Comment_2449746
You say "just 1.75 survivors" as if that isn't a long time.
That's fully using up the stalk metre on basically two survivors, without being spotted and without them blocking LOS.
You really think that's easy? Why do you think it took otzdarva( I think it was him who attempted the 4 kills with tombstone piece challenge) so long to do that challenge?
Firstly some maps are horrendous for stalking (lerys, cornfields, Hawkins), and therefore make it impossible.
Two,once you hit tier two you don't have a small TR which means you also have to judge distance ect to stalk. Limits your options on indoor maps/ lots of maps with LOS blockers.
We have Corrupt (to help with early gens), Lethal Pursuer (to find survivors quickly at the start), and faster stalking addons to help you quickly reach EW3 with Tomestone Piece with minimum gen loss. It's really not as hard as you think it is.
In regards to the 4 kills with Tombstone Piece, There's a reason that it's a challenge to kill all 4 survivors with Tombstone Piece and it's not because it's hard to hit EW3. The difficulty comes from managing your stalk since you must use your first EW3 pop to kill a fully drained survivor. Then your second EW3 pop must be used to kill the 2nd fully stalked survivor since that would require a collective of 2.25 survivors stalked for 2 EW3. From there is doesn't matter who you kill with your 3rd and 4th EW3 pop as the remaining survivors will have enough for you to stalk them and kill.
If you aren't trying to get all 4 kills with Tombstone Piece you don't need to manage your stalking and EW3 pops meaning you can just fully drain the first survivor then drain a 2nd survivor pop EW3 and kill them. Find the 3rd and 4th survivor and stalk + kill each them respectively leaving the 1st survivor left in a 1v1 situation.
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@ilovedbd123 said:
Tombstone I can't understand, Myers sucks and tombstone makes it that much difficult to t3.
The rest I sympathize with, there's not much you can do if your teammates don't take BT ( I always do as a solo player). Just chill, and then you should be ready to get back into dbd
Tomestone piece isn't a significant increase. You only need to stalk 1.75 survivors to hit T3 the first time. Then you can instant kill a survivor and then only need to stalk half a survivor to reach T3 again from T2. Tomestone Piece has no downsides to it either and basically allows you to instant kill 3 survivors leaving the last guy unable to be instant killed by Myers.
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It's likely tied to SBMM, but we have no idea what they mean since no details were shared about them.
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I don't think a system where you can d/c x times with no punishment is fine.
The current system does the job just fine. If you run into an issue that forces you to leave the game, you'll basically suffer no penalty due to the short initial duration. But if you are someone who rage quits constantly you'll suffer long timeouts.
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As much as it sucks to have teammates D/C during a game. I would rather reward the DC by giving the survivors a free gen. The penalty exists to punish d/cing and as long as the punishment is active D/C does occur at a far less rate.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2448265#Comment_2448265
Sure but that’s not guaranteed to happen consistently enough to justify running it IMO. He gets 3-4 tier 3s I think? So you have a pretty limited window to find someone, pop tier 3, down them, hook them, and then find someone oblivious because of the totem. Otherwise monitor would have been better.
With retribution too maybe that changes something and it’s a bit better but there’s nothing stopping them from just cleansing your dull totems if they realize what build you have.
Also, spine chill exists. I could probably be permanently oblivious every match and still do fine solely because of that perk.
You are too focused on the oblivious status effect when the combo is about aura reading. There is always the risk that dulls get cleansed before you get everyone hooked, but pretty much every hex combo is at the mercy of getting lucky.
I just don't see trying to defend dulls or trying to keep the plaything hexes up as being the most worthwhile way to use Hex: Plaything. It's value comes from getting survivors to cleanse totems.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2448198#Comment_2448198
Be honest here, how often do you truly sweat at games and these perks become horribly oppressive? The correct answer, if you're in the ranks you should be, is not very often. I do agree that having plenty of DH's, which is common yeah, is annoying but that's why you're playing Blight or any stronger killer.
The reality of it is that you're facing these intense games (under the assumption you're in the right ranks and/or skill level) about one game in ten or even twenty (depends on what time you play). The other games you feel the need to sweat are likely due to your own shortcomings and maybe some RNG, but Blight is still powerful enough to face adversity you can't control.
While survivors in solo queue will face sweaty, multi-slowdown stacking killers with super addons about one in two games. The addon part is debatable but yeah, more than half my games are the usual ruin, pop, what have you with often some tunnelling or camping (a bit less frequent but it because sad when they resort to that when already stacking so much to their advantage).
I don't think you consider how survivors feel, especially since it's far, far more agonizing for solos than it is for killers when we talk about builds and sweat.
And why should a killer consider how the survivors feel?
Killers have no way to know if they are facing a bunch of casual solos or a 4-man squad is going all out to win. Many killers are trying to win and people trying to win are going to build against the biggest threat.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2448241#Comment_2448241
I mean Myers doesn’t need it really, he can get to 8m with monitor and abuse for only 1 slot and it can’t be cleansed. The biggest drawback to that was object users having perma wallhacks on you but that’s been nerfed (thank the entity).
I think Bubba is actually the best stealth perk user; if he closes the gap on you it’s super brutal as the survivor and has way less counterplay than if Billy closes the gap on you.
T3 Myers has 24 with M/A so it'll still be useful. But the concept is having the ability to instant down and getting free aura reading on totem cleanses due to Plaything creating hexes, survivors getting an aura for their hex, and retribution triggering on other hex totem cleanses.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2448230#Comment_2448230
If a good team realizes you have it, they will probably start doing dull totems and you might not actually get all 4 activations. Another reason it will probably be a bad perk to take into SWFs.
Im curious how it would do with Hex Undying, since that protects your dull totems a little bit and would mean the first survivor might have to do 2 of them to not be oblivious all game. Some other people have mentioned retribution which sounds decent too; but I think it just ends up being another medicore niche perk.
I think the best perk combo with it will be Retribution, because it's currently the only perk that will generate hex totems for you to get Retribution aura reading off of allowing to run other perks instead of a dedicated hex build.
It'll be a fun combo to use on someone like Myers who can instant down survivors.
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Blindness blocks totem aura reading from maps and counterforce, so I see no reason why it wouldn't block Hex:Plaything.
Honestly not sure the combo is really worth it, because survivors are bound to find some lit totems even on maps like RPD when all of them are lit since even indoor maps have some obvious spawns.
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Because people love to pick a single perk as being the "problem" and needlessly complain about it hoping they get it nerfed. Then they'll complain about the next perk, because some people will never be happy unless the game hands them easy wins.
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@GentlemanFridge said:
This constant drive for "optimal" play at the cost of another player's ability to even play the game is going to be the death of DbD.
The nature of dbd gameplay is the killer is trying to remove survivors from the game.
People have been complaining about tunneling and camping forever and the game still hasn't died. It's not going to die from people trying to win and upsetting their opponent.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2445284#Comment_2445284
I'll put it simple.
If you buy anything in a competitive game it'll most likely be either of two things:
(1) Cosmetic items.
(2) An ingame item you buy during a match.
(1) applies to almost all games nowadays.
(2) applies to LoL, DOTA, Apex, PUBG or any other competitive games you can imagine.
DBD only follows (1) and not (2) and that makes a HUGE problem.
If I played a fighting game, I should be playing someone else who is on the same playing field. If my character had boosted stats thanks to some item I bought before hand, how in the hell do you consider that fair? And I repeat, if you throw fairness and equality out the window, how can you call it a competitive game?
In LoL you still have to buy champions to play them. Literally no different than dbd in that regards.
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@gnehehe said:
- Free critical info about the other side without any input from killer
- No cooldown when half of the ######### perks have one
- No counterplay (can't be bypassed to finish a gen)
- Absurd synergy with Ruin and most meta perks
- Strong synergy with high-mobility / teleporting killers
- Absurdly strong versus bunches of solo players, only moderately strong versus SWFs
This perk just won the award of the most badly designed perk from balance POV!
The single thing that can be funny about this perk is baiting the killer to come to the gene ... but you first need to remove Ruin for obvious reason.
All it takes is a team of survivor spread out on multiple gens as the killer is unable to be in multiple places at once. The worst that can happen is the killer drops a chase to chase a single survivor working on a gen at 70%+ progress meanwhile 2 other survivors are still working on gens.
The killer can't just keep abandoning chases to go after every tinkerer proc if survivors are proccing multiple gens within a short period of time.
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I once got called a hacker for using Final Judgement as Pyramid Head, because I didn't bring a Mori offering.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2445367#Comment_2445367
Spirit also has Haunted Grounds which is another defensive totem perk , so does Deathslinger with Retribution, yet neither of them have another hex to defend with their perks
I wouldn't call Haunted Grounds or Retribution defensive hex totems. They are trap totems since they give you value for being cleansed. They also don't require another totem to be ran to be effective although Retribution can combo pretty well with Haunted Grounds since the aura reading effect triggers on any hex cleansed.
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This will never happen, because it would only create a situation where some players get punished with long queue times for playing within the game's rules.
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I don't see Tinkerer being an issue. Tinkerer doesn't do much if survivors split up, because even mobile killers can't stop 3 separate gens from popping and giving up every chase to defend gens when survivors are pressuring multiple gens will lose you the game.
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Pig really needs a mini-rework. Her RBT's effectiveness are too variable depending on map and as you experienced huge maps that are hard to navigate make her RBTs way too lethal.
In my experience, if you ever see a pig use a Midwich offering she is 99% of the time running Tampered Timer + Extra Box addons. It's crazy how effective that combo is at guaranteeing a RBT kill.
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/2443952#Comment_2443952
And screw even more killers, as if the new upcoming killers like nemesis and pinhead being weak enough
Here's the thing. It's much easier to balance the game at higher skill when high skill games are actually between high skill players.
Last time devs shared stats for red rank games, survivors were getting slaughtered as every killer had close to 60% kill rate with the exception of Nurse sitting at 50%. But Red Ranks simply don't really mean the players were high skill. Too many people get carried to high ranks and then get stuck there, because the pipping system is heavily flawed.
If you want DBD to become more balanced, you should be more opened to SBMM as it'll lead the path for the devs to get better information to make balancing decisions on.
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Infinite Tier 3 Myers + A strong Chase killer like Nurse would dominate.
Since Myer's T3 gives all survivors the expose status while he's in T3 any other killer would also be able to instant down.
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If you want a chance to unhook yourself, get hooked when you aren't the last survivor. You didn't take the pressure off your teammates when they were dying so why should you get to unhook yourself now?
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The penalty is that the killer isn't applying pressure to the other survivors alive and they can freely do gens. If survivors reward facecamping by not doing gens and giving the killer a 4K, they have no one to blame but themselves.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2442286#Comment_2442286
That only helps on injured survivors plus saying you have to use a iri add on just to make her power usable is kind of bs
Well it's the only way to counter iron will as spirit right now. And if you really need to locate healthy survivors better there is stridor.
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Use father's glasses since it shows you blood while phasing.
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@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2440599#Comment_2440599
It still means he's a bad a killer. If they have to camp to get a 4k from an unorganised lower level survivor group then they must be really bad at this game.
And it just means you are worse if you lost to it.
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If a killer gets a 4K from camping, that means the survivors fed into the camping killer and gave him the 4K.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2440450#Comment_2440450
I'm not upset. It doesn't affect me so it doesn't make sense for me to be. And you don't even know what I mean by it working. What I meant was it doesn't fit.
It only "doesn't fit" if you are the kind of person who wants to d/c out of games.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2430923#Comment_2430923
Problem is you're acting like people DC every game. No they don't. DC penalties simply don't work in DBD. Its like adding DC penalties in F13. It does not work.
D/Cing stopped happening practically every game when the DC penalties are active. It's almost like they do work and you are upset that they do.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2440004#Comment_2440004
Yeah, I'll just git gud when I just got unhooked and the killer comes straight back to tunnel me. Thank you for that very helpful post :)
You're welcome.
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Or maybe just git gud and you wouldn't have an issue being tunneled.